08-10-2016, 03:14 PM | #181 |
Join Date: Oct 2006
Location: Chagrin Falls
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Re: Revising GURPS Magic
General Comment:
I'd like to see move varied spell effects based on caster attributes/advantages/skills. I'm thinking about things like: 'Magical ST = (Thaumatology Skill + Magery)/2' 'Magical DX = (IQ + Spell Skill)/2' 'Magical IQ = IQ + Magery' 'Magical HT = Will' These scores could be used to do things like calculate how much Apportation could lift per FP or how fast an Illusion can move. Putting a variable or two into the spell description adds a lot of flexibility and flavor in my mind. I admit it also adds complexity, but not really moreso than when the Warrior gets a new weapon and has to calculate out all the attack modes and damage scores. It would help make casters, and the results of their spells, unique and add credence to the idea that someone can 'read the signature of Joe the Inflammable' in this spell.
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08-10-2016, 03:30 PM | #182 | |
Join Date: Mar 2013
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Re: Revising GURPS Magic
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08-10-2016, 04:19 PM | #183 | |
Join Date: Dec 2007
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Re: Revising GURPS Magic
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08-10-2016, 05:40 PM | #184 |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Re: Revising GURPS Magic
Yes, it does. You need to specifically exclude it from your test, the same way you need to exclude the termite colony and those three emergency rations in the thief's backpack from Seek Food.
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08-10-2016, 08:25 PM | #185 | |
Join Date: Jun 2006
Location: On the road again...
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Re: Revising GURPS Magic
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08-10-2016, 11:15 PM | #186 | ||
Join Date: Sep 2004
Location: Oldenburg, Germany
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Re: Revising GURPS Magic
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08-11-2016, 12:49 AM | #187 |
Join Date: Sep 2004
Location: Oldenburg, Germany
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Re: Revising GURPS Magic
Mind Control
Wisdom: As with the Might/Grace/Vigor enchantments, I will limit the “always on” variety to a maximum of +1 IQ, and add a “jewelry or article of clothing” variant that would allow the wearer to activate the spell on themselves for the usual energy cost. Though come to think of it, maybe the former is redundant if we combine the latter with the Power enchantment… Movement Levitation: If the caster levitates himself, can he still use Dodge? Personally, I think calculating the caster’s Dodge as if his Basic Speed was capped at 3 makes sense, since he is moving slower than usual. “Dodge and Drop” is possible at the caster’s unmodified Dodge (plus the usual +3), but it requires the caster to cancel the Levitate, which costs 1 energy (plus possibly falling damage). Wallwalker: I don’t see why this spell should be more expensive than Levitation - it costs 1 energy per 50 pounds of the affected person, as opposed to 1 energy for 80 points for Levitation. Yes, it has some advantages when compared to Levitation, such as a possible higher movement rate, but not that many. I would change that to 1 energy per 100 pounds of the affected person. Also, the -2 penalty to fighting while using Wallwalker can be bought off for individual combat skills as a Hard Technique. Lockmaster: I am somewhat leery of a spell that pretty much makes a mundane skill redundant. I think a better solution would be to give +5 to the caster’s Lockpicking skill (using the caster’s default skill value if necessary) - this spell will be useful for opening locks, but actual knowledge of how locks work will still be helpful.
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08-11-2016, 02:00 AM | #188 |
Join Date: Oct 2004
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Re: Revising GURPS Magic
G:Magic says Essential Stone and Essential Metal are "similar to" Adamant and Orichalcum. Given how much cheaper the spell created stuff will be than a "legendary" material or alloy, I have no problem with them being subject to Dispel Magic.
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08-11-2016, 03:28 AM | #189 |
Join Date: Sep 2004
Location: Oldenburg, Germany
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Re: Revising GURPS Magic
Necromancy
Steal Energy: Should probably be split up into a Steal Energy (for Energy Reserves) and Steal Fatigue (for actual Fatigue), analogous to Lend Energy. Zombie: One thing that never sat right with me is that most corpses are fairly useless for zombiefying if you want some undead fodder for your armies, since most people will not have any actual attack skills. Since zombies (and skeletons) are Hateful Necromantic Abominations, I see nothing wrong with giving them a Brawling skill equal to their DX if they don’t have the skill already. This will still make them not much of a danger to the average adventurer, but at least they won’t be totally pointless. Also, GMs should probably have “standard zombie/skeleton” stats at hand which they can hand to PC necromancers so that they don’t have to figure out undead stats all the time. Also, there should be a “Dread Zombie/Skeleton” variant of this spell that gives them some significant stat boosts - not something you’d waste on ordinary cannon fodder, but if you do have a corpse of a mighty warrior (or adventurer) at hand it would be a shame not to do something more interesting with them. How does a base energy cost of 30 in exchange for +3 ST, +2 HP and +2 DR sound? Obviously, these should have a noticeably “dread aura” that distinguishes them from ordinary zombies. Summon Demon: If this spell is likely to be used in the campaign - especially if it is used by PCs - the GM should probably have a ready-made list of demons that can be summoned, including the energy cost to summon them. The GURPS Repository lists a bunch of ready-made demons, but sadly most of these don’t come with summoning costs - does anyone want to spend some time and calculate them? Banish: It seems that in a way banishing a demon is more difficult than summoning one, since when you summon a demon you probably have a fair idea of the energy cost involved… but you might not know it when you are banishing one. It’s probably fair if a roll on Hidden Lore: Demon allows the caster to guess the approximate energy cost for a particular case… Bind Spirit: This spell is very expensive, and any summoner planning to use it will have to get a massive source of energy from somewhere. This likely will require ceremonial casting with lots of assistants…
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08-11-2016, 04:23 AM | #190 | |
Join Date: Mar 2013
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Re: Revising GURPS Magic
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